uniform sampler2D fbo_texture;
uniform sampler2D depth_texture;
in vec2 TexCoords;
out vec4 FragmentColor;

void main(void) 
{
	vec2 NewTexCoords = ((TexCoords) + 1.0) * 0.5;
	vec4 tex_sample = texture2D(fbo_texture, NewTexCoords);
	FragmentColor = vec4(tex_sample.rgba);


}

